Hello
I am using particles for short bursts on impacts, a shower of leaves from a tree for example.
I have created my particle definition using ParticleDesigner, and I have just moved my particle system onto a CCParticleBatchNode.
One thing that has struck me is that on both ParticleDesigner and in Cocos2d, duration of the effect doesn't seem to be handled very well.
For example, if I want to emit 33 particles for a single frame (a duration of 0.033) with a particle lifetime of 2 seconds, I need to create 2000 particles!
This only became clear to me when my little pool of 3 leaf-emitters required the CCParticleBatchNode texture atlas to be resized to 6000.
Does anyone know if I am doing something completely wrong here or should CCParticleSystem be optimised for when duration < life?